#ifdef GL_ES precision mediump float; #extension GL_OES_standard_derivatives : enable #endif uniform float time; uniform vec2 mouse; uniform vec2 resolution; #define t time #define r resolution // Created by inigo quilez - iq/2015 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. // A simple way to create color variation in a cheap way (yes, trigonometrics ARE cheap // in the GPU, don't try to be smart and use a triangle wave instead). // See http://iquilezles.org/www/articles/palettes/palettes.htm for more information vec3 pal( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d ) { return a + b*cos( 6.28318*(c*t+d) ); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 p = fragCoord.xy / r.xy; // animate p.x += 0.3*t; // compute colors vec3 col = pal( p.x, vec3(0.5,0.5,0.5),vec3(0.5,0.5,0.5),vec3(1.0,1.0,1.0),vec3(0.0,0.33,0.67) ); if( p.y>(1.0/7.0) ) col = pal( p.x, vec3(0.5,0.5,0.5),vec3(0.5,0.5,0.5),vec3(1.0,1.0,1.0),vec3(0.0,0.10,0.20) ); if( p.y>(2.0/7.0) ) col = pal( p.x, vec3(0.5,0.5,0.5),vec3(0.5,0.5,0.5),vec3(1.0,1.0,1.0),vec3(0.3,0.20,0.20) ); if( p.y>(3.0/7.0) ) col = pal( p.x, vec3(0.5,0.5,0.5),vec3(0.5,0.5,0.5),vec3(1.0,1.0,0.5),vec3(0.8,0.90,0.30) ); if( p.y>(4.0/7.0) ) col = pal( p.x, vec3(0.5,0.5,0.5),vec3(0.5,0.5,0.5),vec3(1.0,0.7,0.4),vec3(0.0,0.15,0.20) ); if( p.y>(5.0/7.0) ) col = pal( p.x, vec3(0.5,0.5,0.5),vec3(0.5,0.5,0.5),vec3(2.0,1.0,0.0),vec3(0.5,0.20,0.25) ); if( p.y>(6.0/7.0) ) col = pal( p.x, vec3(0.8,0.5,0.4),vec3(0.2,0.4,0.2),vec3(2.0,1.0,1.0),vec3(0.0,0.25,0.25) ); // band float f = fract(p.y*7.0); // borders col *= smoothstep( 0.49, 0.47, abs(f-0.5) ); // shadowing col *= 0.5 + 0.5*sqrt(4.0*f*(1.0-f)); // dithering //col += (1.0/255.0)*texture2D( iChannel0, fragCoord.xy/iChannelResolution[0].xy ).xyz; fragColor = vec4( col, 1.0 ); } void main() { mainImage(gl_FragColor, gl_FragCoord.xy); }